Xbox live connection ?

“Most broadband routers use Network Address Translation (NAT). Windows Internet Connection Sharing also uses NAT.

For most devices that use NAT, port forwarding is not required to connect to Xbox Live. This is especially true if you use an Xbox Live certified device. Port forwarding should only be needed if you use a proxy server or a true firewall device instead of, or in addition to a NAT. Sometimes, you may have to configure port settings on a non Xbox Live certified router or gateway.
If there is a firewall device between the Xbox console and the network device, you may have to configure the firewall to enable communication on specific network ports. If the NAT status in the Network Status area of the Dashboard is “moderate” or “strict,” you may have to configure port settings.”

The following ports must be available for Xbox Live to operate correctly:

  • UDP 88
  • UDP 3074
  • TCP 3074

Source: http://support.microsoft.com/kb/908874/en-us

it’s done: dasBlog version 1.9 is there…

Omar pulled the trigger and we released DasBlog 1.9.6264. Why 6264 you ask? Because it’s 2006 and the 264th day, that’s why. Download it.”

  • Much better multi-user/blogger support including a Top Posters macro and total comments – from Christoph De Baene
  • TagCloud Support – from Scott
  • Support for Mobile Browsers like Blackberries and SmartPhones – from Scott
    • Note the large section in your web.config and the mobile theme that is required for this support.
  • Huge (100x+) speedup in Macro execution – from Scott
  • Support for If-Not-Modified to speed up execution, improve RSS bandwidth and CPU cycles – from Scott
  • Direct Feedburner Support with 301 redirection for RSS and Atom feeds. Don’t lose a single subscriber. We’re the only blog with direct support for Feedburner and Feedflare I believe. – from Scott
    • I encourage you to check out FeedBurner. You can add FeedFlare to your posts, and modify your feed in ways DasBlog can’t. They also handle your Feed bandwidth and provide rich statistics. It’s free ($ for advanced stats) and it’s very powerful. Do be aware that when you make the decision to move over to FeedBurner your existing feeds will start redirecting folks to FeedBurner immediately. That’s part of the power of the whole thing, but be warned.
  • Delete comments directly from your mail reader – from Omar
  • Comment moderation option
  • New themes out of the box, 18 at last count – from Many Folks
  • New XML-RPC support for newMediaObject and new version of XML-RPC.NET from Charles Cook – from Omar and Giuseppe Dipietro
  • Macros for Next Post and Previous Post – Justice Gray
    • Check the DasBlog theme or add this line to the top of your itemtemplate.blogtemplate.
      <%PreviousLink("« ",25)%><%MainPageEntryLink("Main", "|")%><%NextLink(" »",25)%>
  • A few security and XSS fixes
  • Support for Gravatars, images of your choosing that appear next to your comments – John Forsythe
  • Support for limited HTML markup in comments – Alexander Groß
  • Emails removed to avoid having email addresses stolen from Feeds
  • Added an Email page for leaving comments to the author, includes Captcha
  • New support for RSD so client software can autoconfigure itself – from Omar
  • Pluggable Rich Text Editor, choose from the latest version of FreeTextBox or FCKEditor or write your own adapter – from Josh Flanagan
  • Support for alternate SMTP ports
  • We work with Windows Live Writer out of the box – from Omar
  • Support for CoComment – from Scott
  • Microsummary support for Firefox 2.0 Beta – from Scott
  • Organized source, build, and packing for clarity – from Josh Flanagan
  • New Feed Icons – from Omar
  • Autometic generation of Google SiteMaps – from Scott
  • Automatic disabling of Comments after a certain number of days. Also manual “close comments” support – from Omar
  • ContentLookAhead show future dated posts – from Josh Flanagan
  • Other fixes and suggestions from Tomas Restrepo, Jason Follas, Rene Lebherz and Steven Rockarts. Added entry CPU usage optimizatons from George V. Reilly.
  • Ajax Autosave Drafts support from Steven Rockarts and Justice Gray.
  • Better strings and support for German, Portueguese, Turkish and Vietnamese from Ph?m Ð?c H?i.
  • Many great new themes
  • Updated readme.rtf from Tim Sherill
  • Single-handed support of DasBlog.info and DasBlog.us to the enthusiastic and tireless Tom Watts!
  • Welcome to new team members Alexander Groß, Paul Van Brenck, and John Forsythe who really did a lot of work to make this release possible! Thanks to Jacob Proffitt for doing some crazy debugging of caching on FireFox that will be in a point release soon.
  • New DasBlog Badges/Artwork from Alexander Groß…download them here: File Attachment: DasBlog Artwork.zip (1015 KB)

Source: DasBlog 1.9 Released

pirates ho?

Who said that:

“Ahoy!

She’s good to go, hoist anchor! Here’s some real booty for all you land-lubbers.

There’s not too many changes, with t’bulk of the patch bein’ defconfig updates, but the shortlog at the aft of this here email describes the details if you care, you scurvy dogs.”

Yeah, you’re right… it’s teh linus…well… go here and take a look … it’s the guy in the middle..

Source: http://kerneltrap.org/node/7144

Disco Dance Floor

“Our flagship product, the Disco Dance Floor Controller Board is capable of controlling up to 192 LEDs (with 4-bit intensity control) and 64 binary switches via a USB interface. Using the included source code, a refresh rate of 17 frames per second is easily achieved. With some environment specific modifications to the software, rates in excess of 30 frames per second may be achieved. Multiple boards may be connected together using USB hubs to control additional LEDs and switches.”

Source: mit.edu

Your brain will explode from information overload…

“This material represents thousands of man-hours of work, and was presented during last month’s Gamefest 2006 conference (when we announced XNA Game Studio Express).

Good news: These content files represent a colossal amount of up-to-date knowledge, delivered right to your computer. Your brain might explode from the information overload, but you’ll die happy. (FYI: Most of the content is PPT slide decks and audio recordings. You’ll have to page the deck yourself as you listen. There are also a few movie demos and a couple of white papers)

Bad news: These are big honking files. Some exceeding 500Mb. Don’t say I didn’t warn ya.”

Gamefest 2006: Graphics Track

  • Introduction to Direct3D 10: Coming to a PC Near You
  • Using Direct3D 10: Getting the Most from Your Direct3D 10 Engine
  • Effects 10: Driving the New Effects System
  • Exploiting Direct3D 10: Advanced Techniques Using Direct3D 10
  • Advanced Lighting and More from Microsoft Research
  • Xbox 360 Direct3D and GPU Performance Update
  • HLSL Shader Compiler Update for Xbox 360 and Windows
  • Under the Hood: Revving Up Shader Performance
  • Seven Ways to Skin a Mesh: Character Skinning Revisited for Modern GPUs
  • HDR the Bungie Way
  • Cross-Platform Graphics Engine Development

Gamefest 2006: Windows and Xbox 360 System Programming Track

  • Designing Multi-Core Games: How to Walk and Chew Bubblegum at the Same Time
  • Multi-Core Memory Coherence: The Hidden Perils of Sharing Data
  • Sublime C++ for Games
  • Games as Malware: Why Security is Your Problem Too
  • Hardening the Box: The Xbox 360 and Windows Vista Security Models
  • Supercharging I/O: Hard Disk, DVD, and Memory Unit
  • Memory Management Internals: Allocation Strategies for High Performance
  • Power Debugging: Nasty Bugs and How to Find Them
  • Taming the CLR: How To Write Really Fast Managed Code
  • Windows Performance Topics for Games
  • Xbox 360 CPU Performance Update
  • Developing Games for Windows and Xbox 360: Stories from the Trenches

Gamefest 2006: Developer Tools: XNA and Visual Studio Track

  • Working Smarter and Building Faster with Visual C++ 2005
  • Managing Content Builds with XNA Build
  • An Introduction to Agile Development
  • Creating Games with the XNA Framework
  • A Closer Look at the XNA Framework Content Pipeline
  • Managing Content Builds with XNA Build

Gamefest 2006: Visual Arts Track

  • Dynamic Animation in Next-Generation Games
  • Exporting SOFTIMAGE|FACE ROBOT into a Real-Time Engine
  • Procedural Texturing Using ProFX: 2K Textures in 2KB
  • How’d They Do That? Graphics Samples Explained
  • Creating Captivating Visual Content for DirectX 10
  • Shaders and Shader Tools for Artists
  • Pushing the Pipeline: Creating a Next-Generation Art Pipeline in Less Than Six Months
  • Photorealistic Lighting Solutions for Next- Generation Games using Turtle 3
  • Strategies for Coping with the Demand of High Def Art

Gamefest 2006: Cross-Platform Xbox Live Track

  • Live Anywhere: Bringing the Live Experience to Windows
  • Session Enhancements: Host Migration, Improved TrueSkill™ and More
  • The New Xbox Live Server Platform: Opening up the Network
  • Community Extensions: Further Options to Customize Your Game’s User Experience
  • Achievements and Stats: Adding to the “Just Five More Minutes” Factor

Gamefest 2006: Casual Games Track

  • Developing Games for Xbox Live Arcade
  • Developing Web-Based Games for MSN Games
  • Preparing Casual Games for Windows Vista
  • Developing Casual Games for MSN Messenger
  • Future Platforms and Opportunities for Casual Games

Gamefest 2006: Audio Track

  • Full Service Audio: A Comprehensive Guide to Tools, Libraries, and Services for Audio on Xbox 360 and Windows Vista
  • The Fundamentals of Audio Rendering on Xbox 360 and Windows Vista
  • XMA Implementation and Aesthetics (Or, How I Learned to Stop Worrying and Love the Compression)
  • Using the Top Rear Left-of-Center Low Frequency Speaker: How Multi-channel Audio Works on Xbox 360 and Windows Vista
  • Distributed Composing: Managing Audio Collaboration and Cross-Platform Deployment for XACT Projects
  • An Analytical Study of Audio Implementations for Existing Windows and Xbox 360 Titles

Gamefest 2006: Game Middleware Track

  • Adding Camera-Based Gesture and Face Tracking to Games
  • Making Your Game Sound More Cinematic
  • Extensible .NET Tools for Game Development – Guidelines and Lessons Learned
  • An Overview of Voice Recognition Implementation
  • Meshing AGEIA and Granny
  • Combining Different Middleware Solutions to Create a Customized Platform
  • The Convergence of AI, Physics and Animation
  • The Dos and Absolutely-Do-Nots of XLSP: A Middleware Perspective
  • Advanced Tools and Techniques for Shipping Your Game On-Time
  • Creating a DirectX 10 Shader Authoring Sandbox Using SOFTIMAGE|XSI
  • The State of the (Audio) Nation: A Conversation with Leading Audio Content Middleware Solutions

Gamefest 2006: Producer and Business Development Track

  • Games for Windows Vista: Nail the Essentials, Showcase the Innovations
  • Marketplace: Future of Digital Distribution
  • Making your Windows Titles Come ALIVE Anywhere!
  • Expanding Your Audience Through Accessibility
  • Rise Above: Improving Your Game’s Chances for Success by Focusing on What Players Want

Gamefest 2006: Quality Assurance and Certification Track

  • Introduction to Windows Error Reporting as a Service
  • Games for Windows Vista Compatibility: The Essentials
  • Microsoft Games Testing Organization: Testing Evolved

Source 1: http://www.microsoftgamefest.com/
Source 2: http://letskilldave.com/archive/2006/09/11/Gamefes…

switching to dvorak keyboard layout

While cleaning my keyboards the idea came up to actually use dvorak keyboard layout I wrote about more than a year ago.

After creating the “dovrak german type 2” keyboard layout file with Ukelele I am now slowly learning the new layout… quite hard after more than 16 years on QWERTZ/QWERTY…

Well… both Apple Keyboards are now dvorak-layouted… looks a bit strange when you’re only known to QWERTZ/QWERTY

If you like you can download the OS X keyboard layout here.

Source 1: dvorak article(german)
Source 2: http://en.wikipedia.org/wiki/Dvorak_Simplified_Key…
Source 3: Ukelele
Source 4: btk_Dvorak.zip (3,21 KB)

University Roadshow 2006 / Germany

Weils nur für Deutschland ist, am besten in deutsch das ganze:

“Windows Vista und Office System 2007 von Microsoft – zwei, die sich perfekt verstehen und großartig zusammenspielen: Entwickelt für Menschen, die effektiv und ohne technische Ablenkungen lernen, im Team zusammenarbeiten und sich mit anderen austauschen möchten – anywhere, anytime.

Windows Vista eröffnet erfreuliche Aussichten auf ein völlig neues Arbeitsgefühl. Benutzeroberfläche, Arbeitstempo, Web-Nutzung, Kommunikation und Informationsmanagement sind vollkommen neu ausgerichtet. Alles geht leichter, schneller und besser von statten. Wer kommt, wird es erleben, kann Fragen stellen und mit Microsoft-Experten sprechen.

Die neue Office-Suite kommt voll gepackt mit Neuerungen daher – optimierte Funktionen, Applikationen und Services. Mit vollkommen neuer Optik und Bedienungskomfort. Alle Funktionen anwenderfreundlich bereitgestellt und auf eine neue Generation der Zusammenarbeit ausgerichtet. Auf leichteres, schöneres und besseres Arbeiten. Auf einfache, produktive Kommunikation und Zusammenarbeit. So viel ist sicher: Das Office System 2007 wird die entstandene Komplexität am Arbeitsplatz wesentlich vereinfachen, denn es bändigt die Informationsflut und vereint verschiedenste Prozesse und Systeme.”

Das ganze ist eine ganztägliche Veranstaltung und absolut kostenlos für jeden Professor/wiss. Mitarbeiter und natürlich alle Studenten

Hier mal die Terminliste:

  • Paderborn, 09. Oktober 2006
  • Hamburg, 11. Oktober 2006
  • Aachen, 13. Oktober 2006
  • Duisburg, 18. Oktober 2006
  • Berlin, 20. Oktober 2006
  • Ilmenau, 23. Oktober 2006
  • Karlsruhe, 25. Oktober 2006
  • Erlangen, 26. Oktober 2006
  • München, 27. Oktober 2006

Eine Übersicht über die Agenda der Veranstaltung gibt es auf www.uniroadshow.de. Dort kann man sich auch gleich anmelden.

Source: http://www.uniroadshow.de

802.1x with certificate based authentification in Windows Vista RC1

I had this very very annoying problem that Windows Vista since the July CTP refresh wasn’t able to connect to my home 802.1x certificate based wireless network. It just did not work as supposed…

But with the help of the RC1 Wi-Fi support specialists I got it working. If you run into the same problem, just do the following to solve it:

  • delete all manual set-up profiles for your 802.1x wireless network (if there are any)
  • download the Wireless Network Connection-evilgate.zip (,63 KB) and edit the included .xml file. You have to edit the SSIDs,…
  • open a command prompt and run:

netsh wlan add profile “profile.xml” “Wireless Network Connection” all

  • you have to change “profile.xml” to the filename of your .xml file and “Wireless Network Connection” to the name of your connection

Et voilá! A message should show up asking you for the certificate…

UPDATE: well you could also create a manual profile for your wireless network and export it to an xml file:

netsh wlan export profile “SSID”

Download: Wireless Network Connection-evilgate.zip (,63 KB)

YAPS TV-Browser Plugin

After using the “Web-Search”-Plugin of TV-Browser to program new recordings into YAPS, ello came across with the idea to use the “Capture”-Plugin instead.

And after doing so: It’s incredible what that Capture Plugin can do!


in the context menu: the “Record”-Button


specify the title..and you’re done…

The Capture Plugin does several things:

  • making the programming of new recordings as easy as possible
  • showing visually that this particular episode will be recorded
  • allowing you to remove the recording from the schedule

And all you have to do to add this functionality to your TV-Browser is:

  1. download: YAPS TV-Browser Plugin
  2. import the YAPS.tcf file into the Capture-Plugins Device Listing (Import Button)
  3. configure the server name and the channel-name mappings

When you’re done with that everything should work. Oh… I have to admit: The record delete functionality is not quite working as it should…but it will in some of the next builds…

Thanks to the TV-Browser team for creating such a great application!!! Keep on the good work!

Source: http://www.tvbrowser.org

Building Visual Studio projects/solutions without having Visual Studio installed – MSBuild howto

Did you know that you can build almost every Visual Studio 2003/2005 Solution/Project without even having Visual Studio installed? You only need to have the Microsoft.NET Framework v2 (or better) installed. The Framework brings a great tool named “MSBuild” which helps you to build, for example, YAPS on your own machine.

  1. Download the YAPS sourcecode (or any other project…) and extract to a folder
  2. open a commandline window (Start->Run->”cmd.exe”) and change to that folder
  3. run MSBuild in that folder. Normally MSBuild is in \WINDOWS\Microsoft.NET\Framework\v2.0.50727\MSBuild.exe
  4. When no errors are reported, you’re done. If there were errors, check the source and/or the folder. You need to run MSBuild where the sln/csproj files are…

This is what compiling the YAPS daily sourcecode looks like on my machine:

Source 1: MSBuild at MSDN
Source 2: MSBuild Team Blog

YAPS bug fixing and daily build access

I just configured the build system to generate daily builds straight of the subversion repository. You can grab the daily build archive here.

Dailybuild (Microsoft.NET): http://www.slow-backward.de/yaps_daily_build.zip

Dailybuild (MONO): working on that

Dailysource: http://www.slow-backward.de/yaps_daily_source.zip

The changelog since I wrote the last YAPS news:

04.09.2006

  • fixed a PlayCount bug
  • removed unnecessary files for Daily Build support

03.09.2006

  • changed all text messages and web-templates to english
  • added correct mimetype handling to the http server
  • fixed a bug in the 404 error handling when a file was not found
  • aded a verbose mode to the ConsoleOutputLogger – disabled by default; only logging to console html page
  • fixed a bug that caused a complete crash when a wrong/unknown adress/channel was requested for streaming
  • added more error handling to the http server (streaming and vcr)
  • added license.txt (BSD license)
  • added Settings Loading and Saving (to be extended…)

01.09.2006

  • fixed a bug in the Usage_Bar HTML Template Processor that could cause a lockup in the HTML page rendering process
  • fixed a bug in the HTTP Server error handling that caused “Saving Settings” everytime a 404 occured…
  • added a startup check to the VCRScheduler that sets unfinished recordings after a YAPS restart to done

You can find the changelog in the daily build archive “Documentation and Misc” folder. Also a build logfile and svn checkout logfile can be found in the “logs” folder.

In the next days I am going to implement the Settings System and GUI.

Tell us what you are YAPS using for, which features are great, which ones not, which ones do you you need in the future? What would make YAPS a great tool for you?

Infinity evolves…

“Infinity is a massively multiplayer online game set in a futuristic persistent universe. Players can discover a huge galaxy with billions of planets and can explore, combat, trade, socialize.. the possibilities are endless!”

Infinity is an open-ended game in which you control a spaceship throughought the entire galaxy, trying to make a name for yourself. You connect to an online server on which thousands of people are playing, 24/7. The game does not stop when you log off, but continues to evolve: it is a persistent universe. The game mechanics do not emphasize any particular gameplay style. Combat, trade, exploration, social relationships.. you are free to choose your own carrier path and goals. The only limit is your own imagination!


Infinity is not a traditional role playing game. Although all players are expected to act in concordance with their avatar’s motivations, there are no classes or skills to restrict your choices. Combat between spaceships is in true real-time, and the outcome is determined by your own intelligence and reflexes. Forget turn-based action and experience the great excitement of a first person experience!”

If you want start playing right now? Well… it’s current development status:

  • Generic 3D engine: ~75% (kernel, textures, scene graph, mesh/objects, shaders, etc..)
  • Planet/Space 3D engine: ~60% (terrain, planet textures, starfield, nebulaes, water, clouds, vegetation, etc..)
  • Astrophysics: ~55% (galaxy generation, system gen, planets heightfields, orbits, parameters, etc..)
  • Newtonian physics: ~35% (spaceships physics, collision detection, flight navigation)
  • Sound engine: ~60% (3D sounds and musics)
  • Networking: ~30% (TCP/UDP, network protocol, login/out, databases, etc..)
  • User interface: ~10% (user input, widgets, windows)
  • Gameplay: ~5% (actual game logic)
  • Content: ~15% (spaceships/stations/cities 3D models and textures, misc. 2D art, sounds & musics)

So think again: If you’re a developer…well get in touch with them!

Source: http://www.fl-tw.com/Infinity/index.php

Switching to Vista…

I just installed Windows Vista RC1 (Ultimate) on my main working machine (beside the Mac) and since there’s no space left on the drive for any legacy Windows XP I am going to stick with it as long as it takes to get the RTM onto the silver discs…

As far as I can see everything is working nice and smooth. I had a bluescreen right after the first startup but as the logfiles show it was the graphic drivers fault.

The only thing that bugs me right now is that I cannot mount any ISO files. The Daemon Tools Setup is blocked with the following message:

Strange…

DIY 747 Simulator…

Somedays you wake up and think: Well…what to do with this day? Oh, I know! Let’s build a full size 747 flight simulator…

I don’t know if that’s how it all got started for Matthew Sheil, but:

“In 1998 I began the design and constuction of my 747-400 simulator. The approximate size of the simulator is 13ft wide x 11ft long and 9ft high. It will include every switch and panel in the 747-400. The Simulator has been built to accept full motion and visuals at a later date.”

If you think the inside looks impressive…look at the outside:

Source: http://www.hyway.com.au/747/latest_news.htm